Total War: WARHAMMER

Total War: WARHAMMER

Buildings Overhaul: More Meaningful Management
574 Comments
ThePoshBarbarian 11 Jun, 2024 @ 3:57am 
hey, i was wondering if i could work on this mod and reupload it, some of the tables are outdated in the pack, and there are a few inconsistencies for some buildings effects
Marianojoey 30 Dec, 2018 @ 7:37am 
I'm so looking forward for the WH2 version. :D
Tanaka 14 Feb, 2018 @ 11:10pm 
Any ETA on the WH2 version?
Riddlebick 29 Jan, 2018 @ 10:44pm 
Jeah! I would love to see this mod in WH2!
Malykriss 13 Jan, 2018 @ 5:32pm 
this is wonderful news!! cant wait :D
Dr. G  [author] 12 Jan, 2018 @ 11:35am 
Happy belated New Years, everyone! It's been quite a while since the last update, but I do have some good news: I finally got my custom buildings to work for Warhammer 2, so I should be able to have a mod version for Warhammer 2 soon. Once that is done, I can finally make some rebalancing changes for Norsca. Thanks for all of your support and patience over the last few months!
Rose 4 Jan, 2018 @ 3:04pm 
Is Norsca ever going to get any love? :/
Dr. G  [author] 17 Dec, 2017 @ 9:10am 
It is; making the new buildings work in Warhammer 2 (especially given the scope of many of the initial updates) has been quite time consuming and I have had very limited time to mod over the last few months, so progress has been slow. But, I will return to updating the mod and the porting over should be done soon (probably just in time for another major update to break everything).
RC-1138 Brother Boss 16 Dec, 2017 @ 6:20am 
Is this still being updated?
IntrepidH 30 Oct, 2017 @ 4:41pm 
I agree with sigmar, aside from your economical touches, the garrisons feel so much more dynamic and interesting with your mod, I'm using a garrison mod atm and while better than vanilla I definitely still prefer your lore-based rendition of things :) take your time cuz it seems like the next patch-fix for Mortal Empires will change a bunch of stuff again too lol (or at the least the chaos event it seems!)
Dr. G  [author] 30 Oct, 2017 @ 2:51pm 
Still working on getting a feel for balance; some building effects have been changed for Mortal Empires, which also means that I need to reevaluate the balance in the mod.

I'm mostly taking this opportunity to do a massive update to the content already present here (I will be updating this mod, too) and adding in new content for the WH 2 races.
RC-1138 Brother Boss 30 Oct, 2017 @ 9:49am 
Is anyway to combine these 2 emipre building into 1 Reiksguard building and the Garrison building?
RC-1138 Brother Boss 30 Oct, 2017 @ 9:45am 
Please update for Mortal Empires/Warrh Hammer 2
IntrepidH 15 Oct, 2017 @ 11:59am 
Hooray! :D
Dr. G  [author] 15 Oct, 2017 @ 11:21am 
I am currently still testing out the base game, playing some campaigns with the factions to see what I think could be better balanced and add more flavour without breaking existing balance. I will certainly be porting this mod (in some form or other) over to the mortal empires campaign once it releases.
Malykriss 13 Oct, 2017 @ 7:25pm 
Will you be blessing us with your mod in game 2 once mortal empires is released? :) can't really go back to the old races without your mod x)
Dr. G  [author] 10 Oct, 2017 @ 8:43pm 
I've been experimenting with the new game; I really like a lot of the new building options. Building options are generally better than in game 1 already, but there are always improvements to be made ;).
IntrepidH 9 Oct, 2017 @ 7:09pm 
It's been funny going through TWWII, I feel like mods like yours gave them some inspiration to makes the buildings more interesting, though many are still kinda lame, hope you've been getting to enjoy the new game though :D
Revan519 26 Sep, 2017 @ 6:17am 
kool thanks
Dr. G  [author] 25 Sep, 2017 @ 5:31pm 
It works, yes. This should be compatible with most overhauls as I am careful to only edit some building data. I cannot guarantee that the results will be balanced as any given overhaul intends, but the mods should function together.
Revan519 25 Sep, 2017 @ 3:37pm 
dose this work with SFO
Markliuz Da Jesterly 21 Sep, 2017 @ 6:31am 
Sounds awesome! :D
Dr. G  [author] 20 Sep, 2017 @ 4:23pm 
After quite a bit of testing, I have released a small update today focused on Greenskins. More specifically, trying to make Greenskins an actual threat. I may rebalance this some more, but the general idea seems to be working.

This update increases the public order and fightiness bonuses from raiding for Greenskin armies and reduces garrison bonuses for all races, especially Dwarves. With these changes I have found that AI Greenskins are a lot more resilient and get Waaghs a lot earlier, which helps them be an actual threat to player or AI Dwarves.
Markliuz Da Jesterly 19 Sep, 2017 @ 11:54am 
You should look into garrisons, it seems some buildings overlap the original garrison giving it worser units when the original garrison is much better when settlement is upgraded.
Dr. G  [author] 23 Aug, 2017 @ 8:06am 
I should mention that, with every CA update that adds buildings (Norsca, Bretonnia, Wood Elves...) some of the new buildings in certain region templates may cause conflicts, so I have to go through and re-write the ones that happen to have been assigned the same numbers as new buildings from CA.
Dr. G  [author] 23 Aug, 2017 @ 8:04am 
This update was just fixing a few more slot template over-writes that I found (which would prevent the custom buildings of this mod from being built in certain provinces).
Etharil 23 Aug, 2017 @ 3:47am 
What's today's update about?
Revan519 19 Aug, 2017 @ 7:38pm 
could you look in to the beast men something to help them out it much needed
Wally 16 Aug, 2017 @ 11:15am 
Makes sense.
Dr. G  [author] 16 Aug, 2017 @ 7:28am 
Not yet. I am still getting a feel for how they play and what balance changes (if any) they need for their buildings.
Wally 16 Aug, 2017 @ 1:05am 
Did you change anything with Norsca? I couldn't really tell >.>
Dr. G  [author] 15 Aug, 2017 @ 10:31am 
Ah, I see. I may or may not put that back in. I do want the Wood Elves to have some clear incentive to restore the Oak of Ages.
Etharil 15 Aug, 2017 @ 3:53am 
It was the Glade (WElven cities) that was missing the confederation at level 3 and higher before the Norscan patch though. Oak was fine. ^^
Dr. G  [author] 14 Aug, 2017 @ 8:42pm 
Updated; the oak of ages should allow diplomacy as before. I also gave the Oak of Ages a few more buffs to agent availability at higher levels of development.
Dr. G  [author] 14 Aug, 2017 @ 6:08pm 
It should not require a campaign restart, no. Building effects generally do not.
Etharil 14 Aug, 2017 @ 4:23pm 
Will it be reactive in my current playthrough or do I need to restart again? xD
Dr. G  [author] 14 Aug, 2017 @ 4:20pm 
That change was not intended. I may have accidentally deleted that when I was removing some of the old Norsca-focused entries. I'll fix that tonight, thanks.
Etharil 14 Aug, 2017 @ 4:05pm 
So I see you got rid of the ability to confederate with the 3rd+ level of Glade? Did it turn out to be too good? :P
Dr. G  [author] 14 Aug, 2017 @ 10:19am 
That I have not had time to check yet; that will probably have to wait until this evening for me to fix if they are not.
Etharil 14 Aug, 2017 @ 10:06am 
Are the temples granting amber again btw?
Dr. G  [author] 14 Aug, 2017 @ 9:59am 
Also, in my hunt for problems last night I think I managed to eliminate the last remaining slot template overlaps. Now all buildigs should be buildable in their intended locations (except for the new Wood Elf outpost buildings in Norsca).
Dr. G  [author] 14 Aug, 2017 @ 9:58am 
Ok, it should be fixed now. I just tested after removing a few entries. I will post a new update soon that re-enables the custom wood elf outpost buildings in Norscan settlements again.
Cat-Lunatic 14 Aug, 2017 @ 9:45am 
Did ya get it fixed Thinks? I still use your mod, I just didn't play woodelves until the thing was fixed.
Dr. G  [author] 14 Aug, 2017 @ 9:38am 
Thanks, Cataph! I spent several hours last night trying to figure out what was going on; you're a lifesaver!
Cataph 14 Aug, 2017 @ 3:25am 
If you have obsolete norscan slot templates in the mod, they're causing the crash. Yes, it sounds unrelated, but it was that when the hero panel crashed with my norse dorfs.
Cat-Lunatic 13 Aug, 2017 @ 9:11pm 
Your welcome!
Dr. G  [author] 13 Aug, 2017 @ 8:42pm 
Just tested, and you're right. That is really weird; I will see if I can figure out why that is happening. Thanks for bringing this to my attention, I probably wouldn't have played Wood Elves for a while. Who knows when I would have noticed that myself!
Cat-Lunatic 13 Aug, 2017 @ 8:25pm 
Its only with your mod, I know, its wierd. I don't know if Radious adds heroes, I know it adds units.
Dr. G  [author] 13 Aug, 2017 @ 8:22pm 
I don't modify heroes at all aside from a few XP buffs from some buildings, so I would be very surprised if my mod is the culprit. Are you using any mods that add heroes or lords to Wood Elves? I can't recall if Radious does or not. I will try and test a bit to see if I can recreate the bug.
Cat-Lunatic 13 Aug, 2017 @ 6:52pm 
I have a wierd bug, I cannot recruit wood elf heroes with this mod, once I build the buildings, if I try to recruit say, spellsingers, the game freezes, then gives me a "has encountered an error and needs to close." ..if I turn this mod off, I can recruit em just fine.

Note, this applies to any wood elf hero, just clicking the tab causes boom. I use Radious Mod, is that the culprit? is there a fix?

Note, the heroes of other factions can be recruited just fine, just not the wood elves.